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Thread: Release A Medieval Mod: 1191 5.0

  1. #1

    Default Release A Medieval Mod: 1191 5.0

    1. Faction redo of Serbia. pics below
    2. New settlement look for all factions. With custom strat models matching battle maps. pics below
    3. Adjusted AOR for expanding factions. Some units will still have to be recruited within the original country (some of the elite units) but most are available now with the right amount of that faction religious percentage.
    4. Implemented a new CAI from Bitterhowl feedback would be great!
    5. Fixed some of
    the settlements in the Russian territories from crashing, and also fixed the Wrong general for Kiev among some other various things.

    special thanks to Tsardoms mod for assets in creating Serbia for update 5.0

    Enjoy!

    https://www.moddb.com/mods/a-medieva...al-mod-1191-50

    pics









































    some of the new settlement pics...











































    Last edited by Curt2013; June 08, 2023 at 05:38 PM.

  2. #2
    bitterhowl's Avatar Campidoctor
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    Default Re: Release A Medieval Mod: 1191 5.0

    Congratulations! I suppose soon we'll ask for feedback on BAI too

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  3. #3

    Default Re: Release A Medieval Mod: 1191 5.0

    my windows defender...really doesn't like this file, and with a name like Di.bolical.net etc i cant blame it. not sure I want 2 kill my pc 2 try this mod..

  4. #4

    Default Re: Release A Medieval Mod: 1191 5.0

    @Majordea sorry to hear that, I could not locate that file on my end and I believe google drive scans for malware as well. Thanks for the info

  5. #5
    bitterhowl's Avatar Campidoctor
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    Default Re: Release A Medieval Mod: 1191 5.0

    I think I'm ready to provide you a source for BAI testing. At this time for custom battles but I think I'll make a campaign version in a few days.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  6. #6

    Default Re: Release A Medieval Mod: 1191 5.0

    Playing as Hungary on vh/vh on v5 and experienced a crash on loading battle against a rebel army of crossbowmen and serbian spearmen. Already fought the serbians with no issues. Just thought that you should be aware.

  7. #7

    Default Re: Release A Medieval Mod: 1191 5.0

    @Braffet thank you for letting me know, I'll fix it for next patch.
    @bitterhowl looking forward to testing it out
    Last edited by Curt2013; June 16, 2023 at 08:54 AM.

  8. #8
    bitterhowl's Avatar Campidoctor
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    Default Re: Release A Medieval Mod: 1191 5.0

    May I PM you on local forum to give the source?

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  9. #9

    Default Re: Release A Medieval Mod: 1191 5.0

    bitterhowl - I’ve downloaded 5.0 and attached the campaign script here. Would you still be willing to mod in the Germanicu5 ReallyBadAI HardcoreAddon? I tried again to do it myself, but still can’t get it to work. I’ve also attached the HardcoreAddon files from SS6.3.


    ReallyBadAI__Hardcore.txtReallyBadAI_Hardcore.txtReallyBadAI_Hardcore_Custom.txtcampaign_script.txt
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  10. #10
    bitterhowl's Avatar Campidoctor
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    Default Re: Release A Medieval Mod: 1191 5.0

    I have no time right now, maybe look at it next week

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  11. #11

    Default Re: Release A Medieval Mod: 1191 5.0

    No worries, bitterhowl. Thanks again for your kind offer. I really do love this mod, but I just find all Medieval 2 Total War battles too easy if I'm not using the HardcoreAddon, which severely restricts the amount of movement orders I can give my units. Anyway, I'm playing Stellaris right now and am taking a break from a long campaign I played as Georgia a few weeks ago. Next I will try the new models of Serbia. If you have time at a later date, that would be wonderful. Also, looking forward to trying your new campaign AI, and your new battle AI when it comes out. Sorry to be a bother.

    Great release, Kurt! Love the new Serbian models and all the new settlements!
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  12. #12
    malato's Avatar Civis
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    Default Re: Release A Medieval Mod: 1191 5.0

    i get "medieval 2 total war encoutnered an unspecified error and will now exit"..... both with 5 and 5.1..

  13. #13

    Default Re: Release A Medieval Mod: 1191 5.0

    @malato can you be more precise, is it crashing on initial start up or during a campaign? If its trying to start the mod make sure your installing it correctly because the files if properly installed definitely work.
    @Kilgore Tout thanks!

    Thanks
    Last edited by Curt2013; June 17, 2023 at 04:27 PM.

  14. #14
    malato's Avatar Civis
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    Default Re: Release A Medieval Mod: 1191 5.0

    @Curt2013
    i get the same error as with version 4 with peazip, so i used 7zip to unzip the mod
    i moved the MEDM folder into mods folders
    i click on the bat or on the exe and after some moments i get that error, in the game loading phase

  15. #15

    Default Re: Release A Medieval Mod: 1191 5.0

    I never had that issue before. So you must messed up somewhere then bc should have started on start up.

  16. #16
    malato's Avatar Civis
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    Default Re: Release A Medieval Mod: 1191 5.0

    i've downloaded it again, hoping the file was corrupted, but i get the very same answer...

  17. #17

    Default Re: Release A Medieval Mod: 1191 5.0

    @malato
    did you look at the readme? It really is a very simple process, copy the MEDM folder inside the 5.0 folder and put in your mods folder. Apply large address aware double click the bat or application and play game. If not working after that Im not sure of the problem. Hopefully this helps.

  18. #18
    malato's Avatar Civis
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    Default Re: Release A Medieval Mod: 1191 5.0

    Quote Originally Posted by Curt2013 View Post
    @malato
    did you look at the readme? It really is a very simple process, copy the MEDM folder inside the 5.0 folder and put in your mods folder. Apply large address aware double click the bat or application and play game. If not working after that Im not sure of the problem. Hopefully this helps.
    I've applied the large thingy both to 1911 and kingdoms, but the outcome is the very same

    Where might logs be?

  19. #19
    bitterhowl's Avatar Campidoctor
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    Default Re: Release A Medieval Mod: 1191 5.0

    Quote Originally Posted by Kilgore Trout View Post
    No worries, bitterhowl. Thanks again for your kind offer. I really do love this mod, but I just find all Medieval 2 Total War battles too easy if I'm not using the HardcoreAddon, which severely restricts the amount of movement orders I can give my units. Anyway, I'm playing Stellaris right now and am taking a break from a long campaign I played as Georgia a few weeks ago. Next I will try the new models of Serbia. If you have time at a later date, that would be wonderful. Also, looking forward to trying your new campaign AI, and your new battle AI when it comes out. Sorry to be a bother.

    Great release, Kurt! Love the new Serbian models and all the new settlements!
    Hi there. Sadly I haven't time to deal with ReallyBadAI implementing, but I've added it into my BAI. At this moment I've dealt with open battles and tiik .xml code from JLMP mod for siege behaviour. I can give you a link and explain how to implement.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  20. #20

    Default Re: Release A Medieval Mod: 1191 5.0

    Quote Originally Posted by bitterhowl View Post
    Hi there. Sadly I haven't time to deal with ReallyBadAI implementing, but I've added it into my BAI. At this moment I've dealt with open battles and tiik .xml code from JLMP mod for siege behaviour. I can give you a link and explain how to implement.
    That's great I'll check it out after I finish new faction. If it plays well with mod I'll either implement it or have as on optional file.

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